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Welcome to my most recent FAQ/Walkthrough for the Nintendo 3DS, and my first for this console in the HTML-esque format of GameFAQs. This FAQ will cover my most recent acquisition - Pokémon Mystery Dungeon 3: Gates to Infinity.

This game is actually the fourth entry in its series, preceeded by Red/Blue Rescue Teams on the GameBoy Advance, and by Explorers of Time/Darkness/Sky on the Nintendo DS. The true third entry consisted of the Adventure Squad games released for the Nintendo Wii, but only via WiiWare download, and only in Japan, leading this one - Gates to Infinity - being the more commonly-named PMD3. These games have had me absolutely addicted since I first got Red Rescue Team around the age of eight. The style of gameplay was relatively unique to me, and entertaining to the point that I had little boredom in the attempts toward Master Rank; the story was so deep and so moving as to get me to cry at the endings; and, perhaps most of all, it provided a new look as to how Pokémon, as a series, could be played out. As one could possibly imagine, I was absolutely ecstatic when I finally heard about this game's upcoming release, even if it was so late into the fifth generation of Pokémon. I mean, heck, the sixth generation that is Pokémon X/Y is coming out in just over six months!

PMD3 comes out based on the fifth generation of Pokémon games, featuring over 144 Pokémon primarily released in Pokémon Black/White Versions and their respective pseudo-sequels. This is a point by which the repetition in the mainstream games is getting a little to the extreme - little has really changed, mechanically, since the original GameBoy games. Less are getting the games for fear of playing the same games again, and now people are resorting to the side series (like PMD or Pokémon Conquest), or just other series entirely.

Perhaps there's more innovation here than even in the previous two entries in the series? Perhaps there's a justifiable reason for having only around 1/4 of the Pokémon the previous Mystery Dungeon games had? Well, you're playing the game, so I'll leave it up to you.

Each sub-section of the Pre-Credits Walkthrough and Post-Credits Walkthrough will begin with a header not unlike that above here. This will cover a relatively large amount of data, due to dungeons and such, so I devised a bit of a formatting scheme to aid in navigation. First, you'll find a "flowchart" not unlike the one below here. It will be headed by two horizontal lines and whitespace will be used to maintain spacing between sections - the same goes for each individual area or important segment in the walkthroughs. And, yes, that flowchart will even apply to this section on the formatting schemes.

The only formatting worth mentioning is the dungeon formatting, really, because everything else remains more-or-less a block of text without real concern. However, those, too, are headed by the horizontal lines.

Whenever a dungeon is listed within the walkthrough, you will get three primary bits of information - the dungeon's length, the main Pokémon type within the dungeon, and whether Pokémon can as-of-yet be recruited in the dungeon. An example of this type of formatting is below, within the blue box - however, note that it is not within a blue box within the walkthroughs!

INTRODUCTORY DATA EXAMPLE/INTERPRETATION

Dungeon Length: 15 floors

Dominant Types: Grass

Pokémon Recruits?: Yes

From this, you can readily determine that the dungeon will end on or around 15F - various conditions can cause a plus-or-minus one variance in this statistic, but that much is usually negligible. You'll also learn that the main Pokémon type is in the dungeon (the Ivy Park, in this example) is Grass, thusly implying that Fire, Ice, Flying, Poison, and Bug Pokémon are well-suited for this dungeon. Finally, it does in fact seem Pokémon can be recruited from this dungeon, so it would be wise to consider looking more thoroughly at the Pokémon residents for key Pokémon for your party.

Next up, you'll find some data on the resident Pokémon. This will include their species name, by which they are sorted alphabetically. Then there is their Pokémon number as according to the National Pokédex of Pokémon Black/White Versions 2. Following that is their type, from which critiques will be made later for strategy. Finally, you'll find the general area in the dungeon, by floors, where the Pokémon can be encountered.

Example:

RESIDENTIAL POKÉMON DATA EXAMPLE/INTERPRETATION

From this table, we can see that there are two Pokémon in the dungeon: Amoonguss and Whirlipede. We can tell they're from the fifth generation of Pokémon, as their Pokémon # is greater than 493, and that these are of the Grass/Poison and Bug/Poison types, respectively. We also know that you will only find Amoonguss through 4F, after which you only find Whirlipede. It can also be assumed to be ideal to bring Fire- or Flying-type Pokémon here, as they have advantages over both Pokémon without the tables being able to be turned. (For example, Psychic would also work. However, Whirlipede's Bug-typing counteracts that.)

Third in the dungeons will be a list of Pokémon type data. These Pokémon will be grouped primarily upon their type among the bullets that divide them rather than effectively listing the same thing over and over again just because we have 15 pure Water-type Pokémon in a dungeon or something - therefore, be sure to look carefully rather than just scan the first word of the bullets. Listed will be what the Pokémon is weak to, what the Pokémon takes little damage from (the immunities in the mainstream games), what types the Pokémon has a type-based advantage over, and then, as applicable, any other notable information, like abilities or particularly-annoying moves. You can find examples of this in the walkthroughs or in the DLC Dungeons section - Ivy Park is one example of a dungeon.

Finally, at the end of the Pokémon listings, any additional info to note will be listed. For example, special rooms or bosses to fight. After this amount of info you've read on formatting, that much should be plenty easy to deal with.

You can see more in-depth data on the Pokémon by clicking their hyperlinked names in the leftmost column.

Overall, what Pokémon you choose will matter fairly little, at least early on. Stats remain similar and type weakness comprehension is needed little due to relative enemy incompetence. You may want to go with two Pokémon who have advantages over types that are tough to get advantages over - Axew comes to mind for being a Dragon-type, and he has a nice variety of moves later on, plus the ability to use any move because of Mold Breaker. Tepig is one of those Pokémon that can get a dual-advantage over the Steel-type after he evolves (and still has one before evolving), and that's useful as the Steel-type has 11 resistances of 17 types. Then again, you could go with your favorite Pokémon - like me, I chose Pikachu and Snivy, some of the less strategic Pokémon.

Just be sure to try and make your partner, chosen later, complement your starter Pokémon (you). And note that you cannot have two of the same Pokémon.

At the title screen, begin by selecting the option "New Game". In the demo version, you'll be made aware that you will be able to use your items and teammates and such from this demo's save file in the full version. The demo version will end just before Hazy Pass, which is not all that far away - maybe an hour at the most. Still, if you don't want to have to redownload that, I guess you could try not saving and stopping gameplay just before going to Hazy Pass. Anyways, pointlessness aside...

You begin by seeing a colorful, rainbow-hued haze. Dazed and confused as to where you are, or if you're even conscious, you begin to hear a voice crying for help. It seems the Pokémon world is at the brink of disaster, but from what is not known - the connection is cut off too soon. All you see is a lone Munna being pursued by a Hydreigon. That alone is concerning, but there's little that can be done now.

You begin to see your silhouette in the haze. Suddenly, the shadow shifts and you recognize a new form. This form you can choose. You will be allowed to choose your Pokémon; see the Starter/Partner Pokémon Analyses section for more details. After doing so, you come to face that you are, in fact, no longer human, but a Pokémon! You approach the pulsing sphere of light in the distance, sensing that that is where the cry for help came from. Suddenly, the area turns dark and what is presumably a Magnagate opens up!

You are sent skydiving a long distance to the ground from the hole in the sky. Luckily just dazed by the fall, you are urged into full consciousness by another. As you open your eyes, you get a glance at this Pokémon. You can choose this Pokémon now - your partner; see the Starter/Partner Pokémon Analyses section, again.

Your partner is happy to see that you're okay, although your own confusion at seeing a Pokémon speak is quite obvious. After you glance up the sky to see nothing showing where you came from, your partner introduces himself, and you're prompted to do the same - feel free to fill in a name for yourself. Your partner then inquires as to where you came from. You ponder over how to answer this for a while - you did come from the human world through a hole in the sky after all, but that justs seems too fantastical to believe. Then again, why be branded a liar already? Eventually, you decide to tell the truth and your partner believes it, just like that.

As you and he have a one-sided conversation for a bit, your partner realizes that he forgot his important meeting. And he also forgets that the path ahead is tough. Eventually, you are enlisted to help your partner through Ragged Mountain.

Drilbur is weak to Water, Grass, and Ice, and takes little damage from Electric. It has an advantage over Poison, Electric, Rock, Steel, and Fire.

Gothita is weak to Ghost, Dark, and Bug, and is advantageous over Fighting and Poison.

Minccino is weak to Fighting and takes little damage from Ghost. It lacks type-based advantages.

Woobat is weak to Dark, Ghost, Rock, Ice, and Electric, and takes little damage from Ground. It has an advantage over Fighting, Poison, Grass, and Bug.

1F: As you and your partner arrive in this dungeon, your partner will approach the bridge. Finding it collapsed and his journey already nearly at an end, he finds a cavern nearby to go through. It is through there you'll find the main dungeon. As you progress through the dungeon, you'll learn the basics of gameplay, which are akin to that of previous Pokémon Mystery Dungeon games. Read the text to learn, and there's more in the menus as needed.

If you're unfamiliar to the formatting of this guide, there is little else to mention, because dungeons are normally randomly generated. Your goal, however, is to find the stairs in the dungeon to progress to the next floor. Along the way, you'll find a number of Pokémon, as outlined above. You can beat these with basic moves (A Button) that waste no PP but are less powerful, or use the L Button and another button as on the game screen to determine which move to use. These latter moves can differ in their ranges, power, and they also use PP - and they also trigger enemies to drop more EXP. than usual. This EXP. will later level your Pokémon up, strengthening them, teaching them new moves, and eventually allowing them to evolve. Pokémon only drop EXP. (and whatever items they're holding) when defeated.

As you go along the dungeons, you may also find items on the floor. You can pick these up by walking over them. You'll mostly find Oran Berry items in this dungeon, which are useful in healing HP. Aside from that, there should be only one last dungeon-specific thing to mention: the Wonder Tile. As you go throughout a dungeon, you may be affected by moves like Growl or Tail Whip, which can reduce your stats. You don't want that!

Also, during the dungeons, you'll find sparkly things, like the tree trunk you'll find on 3F in the dungeon. You can examine this with the A Button to interact with it - in this case, providing a way across. You'll finally also find various ungridded areas (contrasting the main dungeons), like the aforementioned area with the tree trunk. However, battles will later on become possible in those areas by making contact with certain Pokémon, and that will turn the area to a grid for the time being.

After having beaten the Ragged Mountain, you and your partner will progress on to your partner's destination. He wanted to go to a barren land, land that he bought from Quagsire so that he could design his own Pokémon Paradise - a kind of a mini-utopia for all Pokémon. Obviously, this lifeless land could use some work, and it's surrounded by Mystery Dungeons - dungeons with randomized layouts, like most dungeons in this game. Your partner decides to ask you for some help. Realizing that you have no place to go, nor any idea how to help the Munna from your vision, you agree. You and he spend that night under the open stars, a little chilly, quickly agreeing your first priority should be to make a house.

The next morning, you'll progress, along with Quagsire, to the Post Town. Post Town is akin to the Pokémon Square of PMD1: Red/Blue Rescue Teams, or the Treasure Town of PMD2: Explorers of Time/Darkness/Sky - there, you'll find various shops. For example, there is an item shop run by Kecleon, whose stock changes daily. Rampardos will open certain treasure boxes, Cinccino will sell gifts, Foongus will handle DLC, Cofagrigus will trade gold bars for money, and whoever takes Roggenrola's place will help level up moves, or, in rare cases, emulate other Pokémon Paradise Facilities. (All that has been reported, though, is a Swap Shop-like facility.) However, all of these areas, except for Kecleon's place, are unavailable. Also near Kecleon's is a small chest you can use to store items and money.

When you arrive, you'll soon see an altercation between a Swanna and a Roggenrola. One over a trivial issue, I might add - it's been theorized that the Mystery Dungeon pandemic is beginning to stress out everyone. Quagsire heads off to find Gurdurr, the carpenter. Feel free to visit Kecleon's shop and the storage chest in the meantime, then head west. After a scene with Gurdurr's apprentices, the two Timburrs, you'll go inside to speak with Gurdurr. After a rather stressful cutscene, Gurdurr agrees to the job. He cares not about the lack of money - he would prefer you go to the Stony Cave and grab him five blue stones from there.

Okay, whatever. When you leave, feel free to visit the shops - well, what little you can - then head back east to the crossroads. After speaking with Quagsire for a brief moment there, where his lack of concern based upon his faith in you and your partner is noted, head north and use the world map to head to the second dungeon.

Braviary is weak to Rock, Ice, and Electric, and takes little damage from Ground and Ghost. It has a type advantage over Fighting, Grass, and Bug.

Drilbur is weak to Water, Grass, and Ice, and takes little damage from Electric. It is advantageous over Steel, Rock, Fire, Poison, and Electric.

Gothita is weak to Dark, Bug, and Ghost. It is advantageous over Fighting and Poison.

Joltik is weak to Fire and Rock, and is advantageous over Flying, Water, Psychic, Dark, and Grass.

Klink is weak to Fire, Fighting, and Ground, and takes little damage from Poison. It is advantageous over Rock and Ice.

Woobat is weak to Ghost, Dark, Rock, Ice, and Electric, and takes little damage from Ground. It is advantageous over Fighting, Poison, Grass, and Bug.

At the end of the dungeon, you and your partner will come across an absolute hoarde of blue crystals. They are quite likely those Gurdurr wanted, so we as well snag some of them. After doing so, you'll return to Post Town. Save on the way out!

After you reminiscence at the crossroads, you and your partner will head on into town. As you do, a Scraggy bumps into your partner in a hurry before fleeing just as quickly. Well, whatever - this could have no effects on the plot whatsoever. You'll then visit Gurdurr, who is pleased to build your house, once you hand over the five blue gems.

...

... Oh crap.

I guess we won't get our house today. We probably already know the cause, knowing RPG tradition, but our main characters have yet to deduce the reasoning, so we settle on one thing - a return to Stony Cave!

Of course, there's probably a reason I didn't link to that section, and it has nothing to do with it just being above here. As you head east out of town, you see the shifty-looking Scraggy run off, and you finally figure out what happened, perhaps - your partner was bumped and dropped the gems, and the Scraggy, finding rare gems, stole them! As you prepare to make chase, the Timburr apprentices stop you. They seem to know this Scraggy and his intended destination: Hazy Pass. (Hey, blue text - you know what that means!) The Timburr also seem to mysteriously know what occurred - you were mugged - without even being nearby. Curiouser and curiouser...

Anyways, prepare for that dungeon, then head to the crossroads and north from there to Hazy Pass.

Wooper is weak to Grass (4x), and takes little damage from Electric. It is advantageous over Rock, Fire, Ground, Electric, Poison, and Steel.

When you are on 1F, head to the right and examine the sparkly tree stump to raise one nearby. Just to the right of the raised stump is a Wooper. This is what happens in one of these "outside areas". There is no true grid system until you encounter a relatively hostile Pokémon, such as this Wooper. At that point, the field becomes gridded, like a traditional Pokémon Mystery Dungeon floor. Note that, in this particular instance, the grids are oriented in diamonds - therefore, you'll want to hold the R Button to move in a straight line (northwest, northeast, southeast, southwest), or don't do so to diagonally cross the grid - basically the opposite of traditional floors. This doesn't apply for all instances. Anyways, defeat the Wooper; it's data is above here. Afterwards, the area reverts to a gridless state, as when you entered.

To the northeast is another shiny stump to examine, to the south of which is another Wooper to battle. Go east from there to find the final shiny stump to examine - if you examined them all, then all three stumps near the entrance should have risen. Examine them and opt to move forward. You'll move to 2F, which is your general dungeon floor.

Once on 3F, which is another Outside Area, examine the sparkling tree stumps to the left and right first. South of the latter, you'll find another Wooper to battle. Defeat him and the one roaming around to the east of there. I will also note that I found a sparkling area just to the left of the big rock between these two Woopers, which contained a Petrify Orb. Just so you know. You can trigger it by just running over it. East of there, near the non-sparkling tree stump near the fence, I found another such sparkling area, this one containing a Gold Bar! ^_^ Examine the sparkling tree stump north of there and that should raise up all three stumps to the west. Examine this staircase-like structure to proceed on to 4F, another general dungeon floor.

Between 4F and 5F, you'll find what I dub a "breather floor". It's been traditional in most Pokémon Mystery Dungeon games insofar. Usually, though, it would divide dungeon from dungeon - like in the "Explorers of..." series, I recall Steam Cave being divided from the Upper Steam Cave. Stuff like that. Here, though, dungeons themselves can be divided up by these. They do not count as they're own floor - sorry, but you'll still have to deal with 5F next. However, there is a Deposit Box for your money and items here, and you can also do a full-fledged save by opening the menu with the X Button. Additionally, upon entrance here, your HP, PP, and status is completely healed! Beyond that, just proceed north on to 5F, a traditional dungeon floor again.

When you reach 6F, you finally catch up to Scraggy. As your partner gets ready for the battle, you see someone following you. You quickly shove you and your partner behind a rock and tell him to shut up (effectively), then you see your stalker - Gurdurr! It quickly becomes apparent the two are in cahoots for the money people -- I mean Pokémon like you need to build homes. Obviously, there shall be no home for you; just more scamming, they think. Eventually, your partner gets ahead of himself and rushes the two, with you following. This leads, expectedly, to a boss fight!

BOSS (6F): Gurdurr and Scraggy

Gurdurr is weak to Flying and Psychic, and is advantageous over Normal, Ice, Rock, Steel, and Dark.

Scraggy is weak to Fighting and Flying, and takes little damage from Psychic. It is advantageous over Psychic, Ghost, Normal, Dark, Ice, Rock, and Steel.

Lucky for you, none of the starter Pokémon actually are at a disadvantage in this fight. But that's also true the other way around - you can't have an advantage over these guys without having done some serious leveling, maybe. Anyhow, what to do? Well, note first that the field is a diagonally-gridded field - i.e. to move straight from square to square, you must use R, but to go diagonally across, you'll just use Up/Down/Left/Right.

A good start would always be to use a Blast Seed here - it actually one-hit kills Scraggy! From there, you shouldn't have too much of a problem with Gurdurr. You can always try to use the stat-reducing moves (Tail Whip being pretty useful for lowering Defense), restrict your partner's move to strictly-offensive ones (if Axew is Level 10, stick him with only Dragon Rage!), or abuse abilities (get Pikachu close to abuse Static and thereby allow the enemy to be paralyzed). Don't be afraid to heal, though.

After the battle... Well....

SPOILER! Highlight to View

Scraggy flees the scene, knowing it is a futile effort to try and fight against you. Gurdurr still has some fight left in him though and prepares for round two. A voice echoes from the cave nearby - it is his apprentice Timburrs! They beg for Gurdurr to let their lives return to how they once were - all they do now is hurt people who have done no wrong, and for what? A few small chunks of gold here and there? The Timburr simply want to work and live honestly. Gurdurr will have none of this and smacks them hard with his girder, then progresses on, leaving with but a simple statement - this is how they must live now.

Suddenly, the Timburr awaken, hurt but okay. They decide to give you a backstory as to how the two of them got in this relationship. They saw Gurdurr one day, with his amazing strength many a moon ago. The Timburr were in awe, and decided to join him. Initially, it was fun - Gurdurr wasn't always this scamming, no-good thief. However, Gurdurr got injured and couldn't put out the quality of work his clients were used to. Eventually, despite his effort and pride in what work he did, he got less work, then his skills were less refined, so they had to live minimally. But they were happy nevertheless.

Eventually, a Pokémon came one day and asked for a house. The three poured their heart and soul into it. But, when the work was done, all that their client could do was complain about the house and its supposed lack of quality - amounting to that Pokémon simply destroying the house, right in front of them. They eventually learned, though, that this Pokémon was simply TOYING with them - it was all a big joke for him - just so he wouldn't have to pay.

Gurdurr eventually just gave up after that - stopped working, stopped building, sinking ever further into the depths of despair. Of course, he still had to eat - and so he got into the scamming business as a method of revenge against the world that he thought had cheated him... Of course, as your partner points out, it was meant as a joke - a crude joke, but a joke - Gurdurr's work was still good. The Timburr mentioned this, too, to Gurdurr, to no avail.

The Timburr want out of this life quite terribly now. And so, they told you where Scraggy - and eventually Gurdurr - were heading. Maybe you could talk sense into him, or just break up their union - then they could lead their peaceful life once again.

After all of this conversing, you and your partner then decide on what may be Gurdurr's last chance to lead the life the Timburr desire - Gurdurr will build your house! This obviously surprises the Timburr, but your partner is dead-set on it. And so, the decision is made. Gurdurr has headed further into the dungeon. Let's go convince him to do it!

Be sure to save the game as you enter 7F, another typical dungeon floor. Also note that the two Timburr have joined you. Imagine them like pre-evolved Gurdurr because ... well, that's what they are! =P You'll also find a breather floor between 7F and 8F, the latter of which is a traditional dungeon floor as well.

Once on 9F, you see Gurdurr examining his injury and decide to go ahead to him alone (with your partner of course). A fight eventually does break out, despite your initial efforts.

BOSS (9F): Gurdurr

Gurdurr is weak to Flying and Psychic, and is advantageous over Normal, Ice, Rock, Steel, and Dark.

Well, it's not like this is going to be any harder than the previous fight versus Scraggy and Gurdurr. Now it's already a 2-on-1. If you somehow grinded enough in a dungeon to gain an advantage over Gurdurr, kudos, but you shouldn't need this strategy, then. =P Anyhow, what to do? You can simply get close and use moves of your Pokémon's type, which deals out 50% more damage than a different-typed move of the same power (commonly named "STAB" - same-type attack bonus). That's all you really need to in this fight. Items like Violent Seeds and Blast Seeds are noticeably helpful if you've played some of the Magnagate Dungeons as well or bought them or something. If you chose Pikachu as your starter, you should have Thunder Wave by Level 10, so be sure to use that to paralyze him. Not hard at all.

After Gurdurr goes into a brief stint post-battle about how this is how the world works - the honest are the fools, and the biggest liar wins - your partner says that may be true, but that's also why he wants to change the world. He recognizes this is bad; why can't everyone else? This matter aside, you try to convince him to build you the house - you'll even get the money and materials - but his dismisses this, because of his back injury. However, you convince Gurdurr, then, to try and get better - more used to his injury - and your partner remains stubborn on the point of having Gurdurr build your house. It doesn't have to be perfect, just from the heart. Eventually, you do convince him to build the house... After he vents his emotions.

Several days after the events of Hazy Pass, our house is completed. Personally, I think it looks rather nice, even if Gurdurr denies it. -_- After the Timburr comment semi-negatively on the house's aesthetics, your partner emphasizes that they put their heart and soul into this house, and that's all that matters. Well, save the game!

The next morning, after awakening, your partner decides to think about expanding the Paradise - shops, Berry fields, stuff like that which will help us further down the road. 'Course, we might actually find more Mystery Dungeons if we dig around - not a problem for me, personally. So, we'll need more land and Pokémon to trust. We decide on having two others join us to form a team. Well, one thing at a time. Leave your house by going south.

There, you'll find that Quagsire was just outside, watching you sleep, waiting for to awaken. >_> He has something to tell you, but not here. He goes elsewhere to mention the Request Board to you. It contains general information about rescuing and specific rescue requests. You know, like the bulletin boards of the other Mystery Dungeon games. This missions can be anything, including "give me a certain item" or "capture this bad guy" or "just get me outta here!". In return, you will get money and items!

Quagsire then points out the nearby Deposit Box and his shop before explaining the mission acceptance process. You first take a mission from the Request Board, accept it, and take it to the nearby Azumarill, and you'll be allowed to go on the mission. When you meet the objective in a mission, you will be allowed to escape, or continue on - note, however, that this does not mean you can do multiple missions from the same dungeon in one run of it like other Mystery Dungeon games. You can only do one mission per day. (Yeah, I know. Dumb.) Your partner then gets to pick one of the missions. Eventually, you learn what mission your partner chose - rescuing a Dunsparce from Stompstump Peak. It doesn't yield much money, but that doesn't really matter. Now all you need to do is go to that dungeon.

And, no, this is not some random "KeyBlade999 got lucky..." thing. It's fixed. So, once you regain control, you'll also learn that something is in the Passerby Post. Go southwest and across the bridge, then examine the mailbox to find a letter. It basically introduces the rescue system for when you get in trouble. Basically, you'll use StreetPass to take a Reviver Seed from someone - this works in reverse, too. Yeah, that's it - nothing like in the other games, which is a huge disappointment, given the relative rarity of 3DS holders or people owning this game. So, yeah, don't get in trouble, ya hear? Still, may as well put one in there... (There is one already in there, so if you don't want to do this, you just got a free Reviver Seed.)

Well, that's about it. If you want to return to Post Town, have Azumarill cancel the Stompstump Peak job for you - you can't leave the Paradise Center if the gate's still open. However, there's little there - most of the shopkeeps have oddly disappeared - except Kecleon's shop. It's different from Quagsire's, so it's worth a check if you want certain things. Otherwise, have Azumarill open up the Request Gate if necessary, then go on through.

Tympole is weak to Grass and Electric, and have a type-based advantage over Fire, Rock, and Ground. Be especially careful of its Supersonic move that may cause instant Confusion.

Zoroark is weak to Fighting and Bug, and takes little damage from Psychic. It has an advantage over Psychic and Ghost.

At the dungeon entrance, which is one of those outside areas, you'll basically find a fork. Look around for Pokémon to battle (it's random around here), so do so - odds are the battle will be able both of them if they're both on-screen at the same time, so you know. Then you need to head into one of the caverns. I would arbitrarily pick the eastern cavern first, but do as you will. We'll be assuming for the cutscenes that you picked the Eastern Cave first.

If you go into the Eastern Cavern, you'll traverse a traditional dungeon floor before reaching the Eastern Plateau. there, go east and defeat the nearby Pokémon in battle. Then examine the sparkling logs nearby. They'll float downstream and form a partial bridge to the main central cave near the entrance.

Cross the bridge nearby and head south to speak with your partner briefly on Dunsparce's lack of being here. Suddenly, an Emolga comes up to you - given that it notes how Dunsparce isn't here, it's likely to be rescuing him, too. Emolga decides to help you look for him (though he doesn't join your party), even though you will get a "dinky reward" - in reality, though, Emolga is a good friend of Dunsparce. Anyways, moving on... There's little to do here, so head to the south and examine the broken bridge. Looks like you could use it as a ladder, so do so and head into the other cavern.

If you go into the Western Cavern, you'll go through a traditional dungeon floor until you hit the Western Plateau, another outside area. Go northwest and defeat the two Pokémon there in a battle. Afterwards, examine the sparkling logs nearby to form a partial bridge down in the entrance area - or finish one if you already did the Eastern Cave. There's no cutscene here if you've already done the Eastern Cavern - if you haven't, go south to meet Emolga - but there's still a ladder to return you to the entrance.

Once you've beaten both caves and finished the log bridge, go back down to the bottom where you entered the dungeon. In the center should be a bridge to cross. Cross it and enter the cavern. This central cavern consists of a lone floor (traditional dungeon again) to traverse before you reach the next area. You'll find a small clearing in the cavern. Dunsparce has still yet to be found, but you see something sparkling nearby - some kind of crystal. Despite the fact that these are placed haphazardly, they're placed almost like a mirror. Your partner will decide to take some for the house. Well, moving on to another dungeon floor. (You're fully healed in this interim somehow.)

After that second dungeon floor, you'll see Dunsparce off in the distance! He'll thank you graciously as Emolga walks up, too. Emolga also thanks you, and the dungeon is complete!

Back in town, after rescuing Dunsparce, you'll get your reward - a Blast Seed and a Red Key, plus 100 Poké. Emolga mildly scolds Dunsparce, who begins to beat himself up over not being strong, to which Emolga once again scolds him, this time on his heart being in the right place, at least. Dunsparce eventually speaks on why he went to the "dangerous" Stompstump Peak in the first place - to find those crystals, like we found. Your partner will hand one over. As for why he wanted one...? Well...

Virizion is a Pokémon that once often came to Post Town. Not only is she a legendary Pokémon (one of the four of the Musketeer set), but beautiful, adored by all the Pokémon. Perhaps adored is not the best word - how about "infatuated"? Anyways, Virizion has come here again today and it's quickly obvious just why Dunsparce wanted the crystals - a gift to Virizion! He's encouraged to give 'em to her, but he's not brave enough. Your partner volunteers to do all the talking, though, and Dunsparce reluctantly comes along.

There, everyone begins chatting it up with Virizion when she mentions that she initially came to Post Town for the Rainbows of Hope - two overlapping rainbows, sparkling in the sky that gave everyone hope for tomorrow and let them give their all for today. They haven't appeared for a while, though - some blame it on the Mystery Dungeons.

Well, back to the point, your partner suddenly mentions Dunsparce. He nervously approaches Virizion with the crystal to give to her, and a request to be his friend. She rejects (at least gradually) both - she doesn't make friends. The world is too rough; it is only really worth making friends with those who can help you or those who are really strong to her. Dunsparce runs out of the room, sobbing, realizing the meaning of this. Oof... Emolga, then your partner get furious at Virizion for being so cold, but she again elaborates on this being a rough world, et cetera, et cetera. Everyone actually cheers at her as she leaves. >:(

Meanwhile, some Pawniard leave after "their latest victim". Back to the point, it becomes obvious the cheering is because everyone else has also been rejected by Virizion and it's merely a way of shrugging off the sadness - gotta keep smiling to keep from crying, I suppose. Anyways, your partner opts to go find Dunsparce and calm him. Question is, where did he go? Well, get to hunting.

Search every part of Post Town, first. That includes the upper floor of Swanna's place, the main shopping square, the side area off to the west (you know, where Foongus's DLC shop is), the area up the stairs to the north of Foongus and Kecleon, and the area north of the stairs north of Kecleon (where Swadloon and Lillipup are). Once every place has been checked, attempt to leave town. Quagsire will then approach, saying he saw Dunsparce in the crossroads with two other strange Pokémon, some Pawniard if you know their looks. They draw him off to somewhere called Desolate Canyon, making sure he has money and the want to become strong quickly beforehand. Oh, this can not be good.

Quagsire also mentions Emolga and how he was shocked at the story, akin to you and your partner. Emolga then ran off somewhere. You'll run off after the both of them. When you regain control in the crossroads, be sure to prepare for Desolate Canyon, then head north from the crossroads to there.

Archen is weak to Water, Electric, Steel, and Ice, and takes little damage from Ground. It is advantageous over Bug, Flying, Ice, Grass, and Fighting.

Audino is weak to Fighting and takes little damage from Ghost. It lacks type advantages.

Blitzle is weak to Ground and advantageous over Flying and Water. This Pokémon may have the Lightningrod ability, which will allow it to nullify any Electric-type move in the room and raise Blitzle's Special Attack, so take note of that. Alternatively, it may have the Motor Drive ability, which will instead raise its movement speed by one turn (up to four) instead of Special Attack.

Croagunk is weak to Psychic (4x), Ground, and Flying. It is advantageous over Grass, Normal, Ice, Rock, Steel, and Dark.

Foongus is weak to Fire, Ice, Flying, Bug, and Psychic. It is advantageous over Water, Rock, Ground, and Grass.

Klang is weak to Fire, Fighting, and Ground, and takes little damage from Poison. It is advantageous over Ice and Rock. However, when I found one in the dungeon, it wouldn't awaken. I would assume it is like the Braviary of the Magnagate Dungeons I've played - don't awaken it or you'll die. I only really would be able to awaken it with a Blast Seed.

Litwick is weak to Ghost, Dark, Ground, Water, and Rock, and takes little damage from Normal and Fighting. It has type-based advantages over Psychic, Ghost, Steel, Ice, Grass, and Bug.

Vullaby is weak to Rock, Ice, and Electric, and takes little damage from Psychic and Ground. It has advantages over Ghost, Psychic, Fighting, Bug, and Grass.

As you enter the dungeon, you will attain the ability to determine your "party tactics" - basically how the AI handles your ally Pokémon's movements and strategies. If you press the X Button, then tap "Status", then "Tactics Meeting", you can change the strategy for individual allies (just your partner for now) or all of them ("All Members"). All of the traditional ones from previous Mystery Dungeon games are available, and their effects will scroll along the bottom of the screen. Unless a situation (i.e. low HP and no Oran Berry items left) dictates it, you should probably keep it on "Let's go together".

After you beat 7F, you'll watch as a thunderstorm brews off in the distance. Dunsparce is still following the Pawniard, but having doubts after having calmed himself to a more rational state. He begins to realize that it's not just power he merely wants, nor can it be gained so easily - he's begun to catch on to the Pawniards' ruse. As it looks like there's no hope, Emolga pops in. 'Course, against two Pawniard, it's not exactly all that even.

That's where you and your partner come in! Or so you think, anyways. After some typical back-and-forth banter, the Pawniard summon four other allies - two Galvantula and two Venipede. Our chances look quite slim now, and as the fight is about to commence, a voice echoes from the distance. And so we find Virizion - and Gurdurr and Timburr ... and I guess Timburr as well! And so begins the fight!

Pawniard is weak to Fighting (4x), Fire, and Ground, and takes little damage from Psychic and Poison. It has an advantage over Psychic, Ghost, Rock, and Ice.

Galvantula is weak to Fire and Rock, and is advantageous over Grass, Psychic, Dark, Flying, and Water.

Venipede is weak to Fire, Flying, Ice, Rock, and Psychic. It has advantages over Dark, Psychic, and Grass.

Since we're here, we may as well cover your allies, too. Note that, to heal or otherwise aide these, you must throw an item at them.

ALLIES:

Virizion is of the Grass/Fighting type. She is weak to Fire, Ice, Flying (4x), Poison, and Psychic, and is advantageous over Rock, Water, Ground, Dark, Steel, Rock, Ice, and Normal.

Gurdurr and the two Timburr are of the Fighting type. They are weak to Flying and Psychic and are advantageous over Normal, Ice, Rock, Dark, and Steel.

Emolga is of the Electric/Flying type. He is weak to Ice and Rock and takes little damage from Ground. He has advantages over Flying, Water, Fighting, Grass, and Bug.

Dunsparce is of the Normal type. He is weak to Fighting and takes little damage from Ghost. He lacks type-based advantages.

STRATEGY:

Geez, the field is a mess, ain't it? Anyways, with the fight being seven-on-six, you may want to peruse any Orbs you have first. Those like the Petrify Orb or the Foe-Hold Orb will basically kill your opponent by preventing their movement for a nice, long time. Other items, like Blast Seeds, Violent Seeds, or Reviver Seeds will also be an immense aid here. Good moves will be the ones that are relatively room-wide to reduce stats (such as Growl) or inflict statuses (like Thunder Wave and Sleep Powder). Other than that, you can try to restrict your partner's moves to be advantageous over his opponent. Beyond that, though, it's a pretty easy fight overall.

After the fight, all six of the enemies leave, with universal delight among you and your allies. Eventually, your partner gets to wondering as to how you all got here - it seems Virizion was watching while you discussed with Quagsire where to find Dunsparce. Dunsparce once again beats himself up over being gullible enough to believe he achieve power in the blink of an eye and how it led to so much trouble so quickly after before, but Emolga -- well, you get the idea after last time.

Virizion also apologizes for being so blunt with Dunsparce earlier, but again insists being too trusting in this day and time is not entirely intelligent. But your partner then also notes that if you don't trust others, then you yourself will not be trusted. In turn, you fail to build alliances with others - you become isolated. At least Dunsparce is able to trust and that, in turn, makes him strong - not because of himself, but because he is strong with others, and they are strong with him.

And so, your partner then asks the important and obvious question - does Emolga and Dunsparce wish to join your team? They heartily accept the offer! (See their individual data at the linked sections.) Virizion then reluctantly asks if she can join as well - to everyone's surprise, and Emolga's hot-headed anger. Your partner nevertheless accepts the offer, unfazed. As your partner, Emolga, and Dunsparce verbally tussle around a bit, Virizion reminisces on her rather encouraging meeting with Gurdurr and the future....